713 lines
17 KiB
C++
713 lines
17 KiB
C++
/*
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* $Header: /H3/game/hcode/sheep.hc 53 10/13/97 9:23a Mgummelt $
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*/
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/*
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==============================================================================
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Q:\art\models\players\SHEEP\ambient\sheep.hc
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MG
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\players\SHEEP\ambient
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$origin 20 0 11
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$base BASE SKIN
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$skin SKIN
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$flags 0
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//
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$frame grazeA1 grazeA2 grazeA3 grazeA4 grazeA5
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$frame grazeA6 grazeA7 grazeA8 grazeA9 grazeA10
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$frame grazeA11 grazeA12 grazeA13 grazeA14 grazeA15
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$frame grazeA16 grazeA17 grazeA18 grazeA19 grazeA20
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$frame grazeA21 grazeA22 grazeA23 grazeA24 grazeA25
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$frame grazeA26 grazeA27 grazeA28 grazeA29 grazeA30
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$frame grazeA31 grazeA32 grazeA33 grazeA34 grazeA35
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$frame grazeA36 grazeA37 grazeA38 grazeA39 grazeA40
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//
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$frame grazeB1 grazeB2 grazeB3 grazeB4 grazeB5
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$frame grazeB6 grazeB7 grazeB8 grazeB9 grazeB10
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$frame grazeB11 grazeB12 grazeB13 grazeB14 grazeB15
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$frame grazeB16 grazeB17 grazeB18 grazeB19 grazeB20
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$frame grazeB21 grazeB22 grazeB23 grazeB24 grazeB25
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$frame grazeB26 grazeB27 grazeB28 grazeB29 grazeB30
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$frame grazeB31 grazeB32 grazeB33 grazeB34 grazeB35
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$frame grazeB36 grazeB37 grazeB38 grazeB39 grazeB40
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//
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$frame gstepA10 gstepA11 gstepA12 gstepA13 gstepA14
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$frame gstepA15 gstepA16 gstepA17 gstepA18 gstepA19
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$frame gstepA20 gstepA21 gstepA22 gstepA23 gstepA24
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$frame gstepA25 gstepA26 gstepA27 gstepA28 gstepA29
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$frame gstepA30
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//
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$frame gstepB10 gstepB11 gstepB12 gstepB13 gstepB14
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$frame gstepB15 gstepB16 gstepB17 gstepB18 gstepB19
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$frame gstepB20 gstepB21 gstepB22 gstepB23 gstepB24
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$frame gstepB25 gstepB26 gstepB27 gstepB28 gstepB29
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$frame gstepB30
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//
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$frame lookup1 lookup2 lookup3 lookup4 lookup5
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$frame lookup6 lookup7 lookup8 lookup9 lookup10
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$frame lookup11 lookup12 look1 look2 look3
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$frame look4 look5 look6 look7 look8
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$frame look9 look10 look11 look12 look13
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$frame look14 look15 look16 look17 look18
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$frame look19 look20 look21 look22 look23
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$frame look24 look25 look26 look27 look28
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$frame look29 look30 look31 look32 look33
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$frame look34 look35 look36 look37 look38
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$frame look39 look40 look41 look42 look43
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$frame look44 look45 look46 look47 look48
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$frame look49 look50 look51 look52 look53
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$frame look54 look55 look56 look57 look58
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$frame look59 look60
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//
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$frame pain1 pain2 pain3 pain4 pain5
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$frame pain6 pain7 pain8
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//
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$frame tranA1 tranA2 tranA3 tranA4 tranA5
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$frame tranA6 tranA7 tranA8 tranA9 tranA10
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//
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$frame tranB1 tranB2 tranB3 tranB4 tranB5
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$frame tranB6 tranB7 tranB8 tranB9 tranB10
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$frame tranB11 tranB12
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//
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$frame trot1 trot2 trot3 trot4 trot5
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$frame trot6 trot7 trot8 trot9 trot10
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//
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$frame wait1 wait2 wait3 wait4 wait5
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$frame wait6 wait7 wait8 wait9 wait10
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$frame wait11 wait12 wait13 wait14 wait15
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$frame wait16
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float stationary = 1;
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/*QUAKED player_sheep (0.3 0.1 0.6) (-8 -8 -0) (8 8 32) stationary STUCK JUMP PLAY_DEAD DORMANT NODROP
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A sheep player model
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-------------------------FIELDS-------------------------
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stationary- sheep will not wander around or change angles
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nodrop- won't drop to floor (and through other entities!) on spawn
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--------------------------------------------------------
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*/
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void()sheep_tranA;
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void()sheep_tranB;
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void()sheep_graze_a;
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void()sheep_graze_b;
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void()sheep_gstep_a;
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void()sheep_gstep_b;
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void()sheep_trot;
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void()sheep_wait;
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void()sheep_pain;
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void()sheep_lookdown;
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void()sheep_look;
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void()sheep_lookup;
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void restore_monster ()
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{
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//SOUND and MODEL
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newmis=spawn();
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thinktime newmis : 0;
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newmis.think=self.th_spawn;
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newmis.skin=self.skin;
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newmis.health=self.max_health;
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remove(self);
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}
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void sheep_sound (float vol)
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{
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float r;
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string playsound;
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if(self.noise!=""&&self.classname!="player")
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playsound=self.noise;
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else
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{
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r=rint(random(1,3));
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if(r==1)
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playsound="misc/sheep1.wav";
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else if(r==2)
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playsound="misc/sheep2.wav";
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else
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playsound="misc/sheep3.wav";
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}
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sound(self,CHAN_VOICE,playsound,vol,ATTN_NORM);
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self.pain_finished=time + 1;
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}
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void sheep_turn (void)
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{
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if(random()<0.5)
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self.angles_y+=random()*self.yaw_speed+self.yaw_speed/2;
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else
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self.angles_y-=random()*self.yaw_speed+self.yaw_speed/2;
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}
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void sheep_move (float dist)
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{
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vector best_yaw;
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best_yaw=normalize(self.goalentity.origin-self.origin);
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best_yaw=vectoangles(best_yaw);
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self.ideal_yaw=best_yaw_y;
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ChangeYaw();
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movetogoal(dist);
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}
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void sheep_think (void)
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{
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MonsterCheckContents();
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if(!self.spawnflags&stationary&&(self.think==sheep_trot||self.think==sheep_gstep_a||self.think==sheep_gstep_b)&&random()<0.1)
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sheep_turn();
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if(random()<0.1&&random()<0.2&&self.pain_finished<time)
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sheep_sound(random(0.2,0.8));
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if(self.flags&FL_ONGROUND)
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self.last_onground=time;
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}
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void()sheep_tranA = [++ $tranA1 .. $tranA10]
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{
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float r;
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if(self.target)
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sheep_move(3);
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else if(!walkmove(self.angles_y,3,FALSE))
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sheep_turn();
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sheep_think();
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if(cycle_wrapped)
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{
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r=rint(random(1,3));
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if(r==1)
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sheep_wait();
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else if(r==2)
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sheep_tranB();
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else if(r==3)
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sheep_lookdown();
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}
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};
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void()sheep_tranB = [++ $tranB1 .. $tranB12]
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{
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if(self.target)
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sheep_move(3);
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else if(!walkmove(self.angles_y,3,FALSE))
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sheep_turn();
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sheep_think();
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if(cycle_wrapped)
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sheep_trot();
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};
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void()sheep_graze_a = [++ $grazeA1 .. $grazeA40]
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{
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sheep_think();
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if(self.frame== $grazeA9 &&random()<0.5&&!self.spawnflags&1)
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sheep_gstep_b();
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else if(cycle_wrapped&&random()<0.5)
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sheep_lookup();
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};
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void () sheep_graze_b = [++ $grazeB1 .. $grazeB40]
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{
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sheep_think();
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if(self.frame== $grazeB9 &&random()<0.5&&!self.spawnflags&1)
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sheep_gstep_a();
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};
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void () sheep_gstep_a = [++ $gstepA10 .. $gstepA30]
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{
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float r;
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sheep_think();
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if(self.target)
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sheep_move(0.3);
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else if(!walkmove(self.angles_y,0.3,FALSE))
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sheep_turn();
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if(cycle_wrapped)
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{
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r=rint(random())+1;
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if(r==1)
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{
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self.frame==$grazeA31;
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sheep_graze_a();
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}
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else
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sheep_gstep_b();
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}
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};
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void () sheep_gstep_b = [++ $gstepB10 .. $gstepB30]
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{
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float r;
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sheep_think();
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if(self.target)
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sheep_move(0.3);
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else if(!walkmove(self.angles_y,0.3,FALSE))
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sheep_turn();
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if(cycle_wrapped)
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{
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r=rint(random())+1;
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if(r==1)
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{
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self.frame==$grazeB31;
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sheep_graze_b();
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}
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else
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sheep_gstep_a();
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}
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};
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void()sheep_trot = [++ $trot1 .. $trot10]
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{
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if(self.target)
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sheep_move(3);
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else if(!walkmove(self.angles_y,3,FALSE))
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sheep_turn();
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sheep_think();
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if(cycle_wrapped)
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sheep_tranA();
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};
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void()sheep_wait = [++ $wait1 .. $wait16]
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{
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float r;
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sheep_think();
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if(cycle_wrapped)
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{
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r=rint(random(2))+1;
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if(r==1)
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sheep_wait();
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else if(r==2&&!self.spawnflags&1)
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sheep_tranB();
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else if(r==3)
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sheep_lookdown();
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}
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};
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void()sheep_pain = [++ $pain1 .. $pain8]
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{
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float r;
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ai_pain(1);
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if(cycle_wrapped)
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{
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r=rint(random(2))+1;
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if(r==1)
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sheep_wait();
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else if(r==2&&!self.spawnflags&1)
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sheep_tranB();
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else if(r==3)
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sheep_lookdown();
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}
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else if(self.frame==$pain1)
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sheep_sound(1);
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};
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void()sheep_lookdown = [-- $lookup12 .. $lookup1]
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{
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float r;
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if(cycle_wrapped)
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{
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r=rint(random(4))+1;
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if(r==1)
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sheep_graze_a();
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else if(r==2)
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sheep_graze_b();
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else if(r==3&&!self.spawnflags&1)
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sheep_gstep_a();
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else if(r==4&&!self.spawnflags&1)
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sheep_gstep_b();
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else
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sheep_lookup();
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}
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};
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void () sheep_look = [++ $look1 .. $look60]
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{
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float r;
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sheep_think();
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if(cycle_wrapped)
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{
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r=rint(random(2))+1;
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if(r==1)
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sheep_wait();
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else if(r==2&&!self.spawnflags&1)
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sheep_tranB();
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else if(r==3)
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sheep_lookdown();
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}
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};
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void () sheep_lookup = [++ $lookup1 .. $lookup12]
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{
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sheep_think();
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if(cycle_wrapped)
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sheep_look();
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};
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void monster_sheep_bite ()
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{
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makevectors(self.angles);
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traceline(self.origin+self.view_ofs,self.origin+self.view_ofs+v_forward*36,FALSE,self);
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if(trace_ent.takedamage)//classname=="obj_catapult2")
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{
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sound(self,CHAN_VOICE,"spider/bite.wav",1,ATTN_NORM);
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SpawnPuff (trace_endpos, '0 0 0', 3,trace_ent);
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T_Damage(trace_ent,self,self,5);
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self.attack_finished=time+random(0.2,1);
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}
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}
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void monster_sheep_run () [++ $trot1 .. $trot10]
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{
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MonsterCheckContents();
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if(!self.enemy.flags2&FL_ALIVE||!visible(self.enemy))
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{
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self.think=sheep_trot;
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thinktime self : 0;
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}
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else
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{
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if(random()<0.1&&random()<0.2)
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sheep_sound(1);
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ai_face();
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movetogoal(4);
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// if(self.frame==$trot1 ||self.frame==$trot6)
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// sound(self, CHAN_BODY, "scorpion/walk.wav", random(0.7, 1), ATTN_NORM);
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if(infront(self.enemy))
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if(range(self.enemy)==RANGE_MELEE&&self.attack_finished<time)
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monster_sheep_bite();
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}
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}
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void player_sheep (void)
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{
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float r;
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if(self.th_spawn==SUB_Null)
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self.th_spawn=player_sheep;
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else
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{
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self.health=self.max_health;
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if(self.health>25)
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self.health=25;
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}
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CreateEntityNew(self,ENT_SHEEP,"models/sheep.mdl",chunk_death);
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self.th_pain = sheep_pain;
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self.touch = obj_push;
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self.flags(+)FL_PUSH;
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self.flags2(+)FL_ALIVE;
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self.yaw_speed=2;
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//FIXME: Don't allow trans, trot, etc, if stationary flag on
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r=rint(random(1,3));
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if(r==1)
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self.noise="misc/sheep1.wav";
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else if(r==2)
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self.noise="misc/sheep2.wav";
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else
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self.noise="misc/sheep3.wav";
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if(self.enemy)
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self.think=monster_sheep_run;
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else
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{
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r=rint(random(1,11));
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if(r==1)
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self.think=sheep_graze_a;
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else if(r==2)
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self.think=sheep_graze_b;
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else if(r==3&&!self.spawnflags&1)
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self.think=sheep_gstep_a;
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else if(r==4&&!self.spawnflags&1)
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self.think=sheep_gstep_b;
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else if(r==5)
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self.think=sheep_look;
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else if(r==6)
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self.think=sheep_lookup;
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else if(r==7&&!self.spawnflags&1)
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self.think=sheep_trot;
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else if(r==8)
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self.think=sheep_wait;
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else if(r==9)
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self.think=sheep_lookdown;
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else if(r==10&&!self.spawnflags&1)
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self.think=sheep_tranA;
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else if(!self.spawnflags&1)
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self.think=sheep_tranB;
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}
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if(!self.think)
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self.think=sheep_wait;
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self.th_walk=self.th_stand=self.think;
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walkmonster_start();
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}
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/*
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============================
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PLAYER SHEEP
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============================
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*/
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void()player_sheep_run;
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void player_sheep_snout_slowpuff ()
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{
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self.wfs = advanceweaponframe(22,31);
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self.th_weapon=player_sheep_snout_slowpuff;
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}
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void player_sheep_snout_fastpuff ()
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{
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self.wfs = advanceweaponframe(17,21);
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self.th_weapon=player_sheep_snout_fastpuff;
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if(self.wfs==WF_CYCLE_WRAPPED)
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self.weaponframe_cnt+=1;
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if(self.weaponframe_cnt>5)
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{
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self.weaponframe_cnt=0;
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player_sheep_snout_slowpuff();
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}
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}
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void player_sheep_snout_bite ()
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{
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self.wfs = advanceweaponframe(8,16);
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self.th_weapon=player_sheep_snout_bite;
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if(self.wfs==WF_CYCLE_WRAPPED)
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player_sheep_snout_fastpuff();
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}
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void player_sheep_snout_pain1 ()
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{
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self.wfs = advanceweaponframe(0,3);
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self.th_weapon=player_sheep_snout_pain1;
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if(self.wfs==WF_CYCLE_WRAPPED)
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player_sheep_snout_fastpuff();
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}
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void player_sheep_snout_pain2 ()
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{
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self.wfs = advanceweaponframe(4,7);
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self.th_weapon=player_sheep_snout_pain2;
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if(self.wfs==WF_CYCLE_WRAPPED)
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player_sheep_snout_fastpuff();
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}
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void() player_sheep_stand =[++$wait1..$wait16]
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{
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self.th_weapon();
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if (self.velocity_x || self.velocity_y)
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self.think=player_sheep_run;
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};
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void() player_sheep_run =[++$trot1..$trot10]
|
|
{
|
|
self.th_weapon();
|
|
if (!self.velocity_x && !self.velocity_y)
|
|
self.think=player_sheep_stand;
|
|
};
|
|
|
|
void player_sheep_baa ()
|
|
{
|
|
self.th_weapon=player_sheep_snout_bite;
|
|
self.th_weapon();
|
|
traceline(self.origin+self.view_ofs,self.origin+self.view_ofs+v_forward*36,FALSE,self);
|
|
if(trace_ent.takedamage)//classname=="obj_catapult2")
|
|
{
|
|
sound(self,CHAN_VOICE,"spider/bite.wav",1,ATTN_NORM);
|
|
SpawnPuff (trace_endpos, '0 0 0', 3,trace_ent);
|
|
T_Damage(trace_ent,self,self,5);
|
|
}
|
|
else
|
|
sheep_sound(1);
|
|
|
|
self.attack_finished=time+0.5;
|
|
|
|
if(!self.velocity_x && !self.velocity_y)
|
|
self.think=player_sheep_stand;
|
|
else
|
|
self.think=player_sheep_run;
|
|
thinktime self : 0;
|
|
}
|
|
|
|
void() player_sheep_pain=[++$pain1..$pain8]
|
|
{
|
|
if(self.pain_finished<time)
|
|
if(random()<0.5)
|
|
self.th_weapon=player_sheep_snout_pain1;
|
|
else
|
|
self.th_weapon=player_sheep_snout_pain2;
|
|
self.th_weapon();
|
|
if(cycle_wrapped)
|
|
{
|
|
if(!self.velocity_x && !self.velocity_y)
|
|
self.think=player_sheep_stand;
|
|
else
|
|
self.think=player_sheep_run;
|
|
}
|
|
else if(self.frame==$pain1)
|
|
sheep_sound(1);
|
|
};
|
|
|
|
void() player_sheep_jump=[++$trot1..$trot10]//[++$jump1..$jump10]
|
|
{
|
|
self.th_weapon();
|
|
if(cycle_wrapped)
|
|
{
|
|
if(!self.velocity_x && !self.velocity_y)
|
|
self.think=player_sheep_stand;
|
|
else
|
|
self.think=player_sheep_run;
|
|
}
|
|
};
|
|
|
|
void Polymorph (entity loser)
|
|
{
|
|
//MODEL
|
|
sound(loser,CHAN_VOICE,"misc/sheepfly.wav",1,ATTN_NORM);
|
|
//FIXME: Need to make it so this reverses after 30 sec.
|
|
loser.sheep_time=time+30;
|
|
GenerateTeleportEffect(loser.origin,1);
|
|
|
|
if(loser.classname=="player")
|
|
{
|
|
if(loser.effects&EF_BRIGHTLIGHT&&loser.playerclass==CLASS_CRUSADER)
|
|
loser.effects(-)EF_BRIGHTLIGHT;//Sunstaff
|
|
|
|
if (loser.artifact_active & ART_TOMEOFPOWER)
|
|
loser.tome_time=0;
|
|
|
|
if(loser.hull!=HULL_CROUCH)
|
|
if (loser.hasted)
|
|
loser.hasted*= .6;
|
|
else
|
|
loser.hasted = .6;
|
|
loser.mass=3;
|
|
if(loser.health>25)
|
|
loser.health=25;
|
|
loser.th_missile=player_sheep_baa;
|
|
loser.th_melee=player_sheep_baa;
|
|
loser.th_stand=player_sheep_stand;
|
|
loser.th_run=player_sheep_run;
|
|
loser.th_walk=player_sheep_run;
|
|
loser.th_pain=player_sheep_pain;
|
|
loser.th_jump=player_sheep_jump;
|
|
|
|
setmodel (loser, "models/sheep.mdl");
|
|
setsize (loser,'-16 -16 0','16 16 28');
|
|
loser.model="models/sheep.mdl";
|
|
// loser.modelindex=modelindex_sheep;
|
|
// loser.headmodel="models/h_sheep.mdl";
|
|
loser.th_weapon=player_sheep_snout_pain1;
|
|
loser.hull=HULL_CROUCH;
|
|
// if(!loser.flags2&FL_CAMERA_VIEW)
|
|
loser.view_ofs = '0 0 24';
|
|
loser.proj_ofs='0 0 18';
|
|
loser.attack_finished=0;
|
|
loser.weapon=FALSE;
|
|
loser.weaponmodel="models/snout.mdl";
|
|
loser.weaponframe=0;
|
|
loser.sheep_sound_time=FALSE;
|
|
|
|
loser.think=player_sheep_stand;
|
|
thinktime loser : 0;
|
|
}
|
|
else
|
|
{
|
|
//Stop all auto-looping sounds on removed monster
|
|
sound(loser,CHAN_BODY,"misc/null.wav",1,ATTN_NONE);
|
|
sound(loser,CHAN_WEAPON,"misc/null.wav",1,ATTN_NONE);
|
|
sound(loser,CHAN_ITEM,"misc/null.wav",1,ATTN_NONE);
|
|
newmis=spawn();
|
|
setorigin(newmis,loser.origin);
|
|
|
|
//For restoring monster:
|
|
newmis.th_spawn=loser.th_spawn;
|
|
newmis.skin=0;
|
|
newmis.oldskin=loser.skin;
|
|
newmis.max_health=loser.health;
|
|
if(!loser.enemy)
|
|
newmis.enemy=self.owner;
|
|
else
|
|
newmis.enemy=loser.enemy;
|
|
newmis.goalentity=newmis.enemy;
|
|
newmis.angles=loser.angles;
|
|
newmis.target=loser.target;//So it will still activate targets
|
|
newmis.killtarget=loser.killtarget;
|
|
remove(loser);
|
|
newmis.flags2(+)FL_SUMMONED;
|
|
newmis.spawnflags(+)NO_DROP;
|
|
newmis.think=player_sheep;
|
|
thinktime newmis : 0;
|
|
}
|
|
}
|
|
|
|
void poly_touch ()
|
|
{
|
|
if(other.monsterclass >= CLASS_BOSS&&other!=self.owner)
|
|
{
|
|
self.velocity=normalize((self.owner.absmin+self.owner.absmax)*0.5-self.origin)*700;
|
|
self.owner=other;
|
|
}
|
|
else if(other.flags2&FL_ALIVE&&other.model!="models/sheep.mdl"&&other.classname!="monster_golem_crystal")
|
|
{
|
|
self.touch=SUB_Null;
|
|
Polymorph(other);
|
|
remove(self);
|
|
}
|
|
else if(other.movetype!=MOVETYPE_FLYMISSILE&&other.movetype!=MOVETYPE_BOUNCE&&other.movetype!=MOVETYPE_BOUNCEMISSILE)
|
|
{
|
|
self.touch=SUB_Null;
|
|
particleexplosion(self.origin,random(144,159),self.absmax_z-self.absmin_z,10);
|
|
remove(self);
|
|
}
|
|
}
|
|
|
|
void polymorph_anim () [++ 0 .. 3]
|
|
{
|
|
particle4(self.origin,7,random(144,159),PARTICLETYPE_EXPLODE2,random(1,5));
|
|
}
|
|
|
|
void FirePoly (float ofs)
|
|
{
|
|
makevectors(self.v_angle);
|
|
newmis=spawn();
|
|
newmis.movetype=MOVETYPE_FLYMISSILE;
|
|
newmis.solid=SOLID_BBOX;
|
|
newmis.owner=self;
|
|
newmis.touch=poly_touch;
|
|
newmis.speed=700;
|
|
newmis.velocity=v_forward*newmis.speed+v_right*ofs;
|
|
|
|
newmis.drawflags=MLS_POWERMODE;
|
|
|
|
newmis.think=polymorph_anim;
|
|
thinktime newmis : 0;
|
|
setmodel(newmis,"models/polymrph.spr");
|
|
setsize(newmis,'0 0 0','0 0 0');
|
|
setorigin(newmis,self.origin+self.proj_ofs+v_forward*10);
|
|
}
|
|
|
|
void Use_Polymorph ()
|
|
{
|
|
FirePoly(-150);
|
|
FirePoly(-75);
|
|
FirePoly(0);
|
|
FirePoly(75);
|
|
FirePoly(150);
|
|
self.cnt_polymorph -= 1;
|
|
}
|